dh_epic
Cold War Veteran
Some other threads have alluded to improving the number and quality of victories in Civ 4, to encourage players to choose a distinct path to victory. In Civ 3, people either constantly went down the same path (Domination), or they took a path that would let them do all of the above easily (Expansion as a means to cultural, space, domination victories
). Only when people desired a challenge would they corner themselves into one victory type (diplomatic victory, cultural victory with a small state). Nobody ever cornered themselves into a domination victory.
I propose new victory types, as well as making all the old victory types *easier*, but with more exclusivity.
CULTURAL VICTORY ++
This is what happens when your civilizations culture is renown all over the world. Your culture could be as old as the Oracle, as hot as Hollywood, or as subliminal as everyone speaking English. The major difference I propose is more cultural bonuses for trade. If something you produce has a cultural value, be it furs or films, you gain culture points just for trading it abroad (in addition to the usual gold-gains). Culture has a snowball effect, the more you have, the more other civilizations want. Eventually, you can even get to the point where unhappy citizens explicitly say I yearn for Spanish video games and that Civilizations leader may have to buy into your cultural monopoly.
The catch with this victory is there is a slight advantage to peace. If youre at war, thats one less nation who will buy your beads. If youre hated, the only people who will love your culture will be within your own borders, making it hard to claim youre the epicentre that the rest of the world wants to visit.
DOMINATION VICTORY ++
Ive talked about it in other threads: domination should be made faster and easier, with less micromanagement. A great way to do this is through provinces, which will surrender in clumps given that you strike the heart of that province. You should be able to deal with a nation and make it surrender as a vassal, a colony, or part of the heart of your territory. The more controversial thing that some people will disagree with is that civil war and post-colonialism should be something that pushes your quest to domination off sooner or later. This makes domination more like scoring a touchdown than running a race youll get multiple chances to score a touch down, but you might get to the 20 yard line 3 times before you actually score. To me thats more competitive that being able to get so far ahead that nobody else can win making for a better multiplayer, and even single player.
Again, this is a controversial one, so I expect the most argument to be about this victory. Even more controversial would be if you score a single domination point for having an empire at a point in history (which is eventually pushed back down to everyone elses level). He with the most points at the end wins.
HISTORICAL VICTORY
Think of this as being the centre of attention everyone wants to talk about you. There are two keys to having a historical victory.
A: Lots of stuff happens to you
B: The winners write the history
Compare this to a game like Tony Hawk Skateboarding, where A is performing all the crazy tricks, and B is actually landing it. A is two spearmen in Mexico fighting off Spains conquistadors, and B is actually winning, through a combination of strategy and luck. Its an incentive for people to take risks, to go out and do something, instead of biding their time start a war early on, be a man.
This is also an incentive for altruistic behaviour. This happens a lot in the real world, but not in Civ. Why? Because we have a time-limit and a decisive winner A historical victory could be the reason that England liberates France instead of keeping it for themselves. The man who clinches 1000 history points is the winner, so everyones trying to showboat. Imagine saying those altruistic bastards, theyre gonna win the game if they keep doing that!
ECONOMIC VICTORY
To pull this off, Civ would obviously need to overhaul the way trade works. Trade Embargos are useless, since you can make all your money without a single friend. But if they really implemented it right, there could be a lot more strategy, knowing that you need to have those trade partners to be the best. All of the sudden, a trade embargo is a great way to thwart someone stealing your business. Ultimately, you could have an economic victory if other people are hiding their money in your banks, or if you have more corporate offices, but thats pretty far outside Civs scope. A more manageable step would be a nation making their money off anything, from oil to horses, or even weapons and drugs (legal or illegal).
Here, too, would be an incentive for peace. Obviously war is profitable, as well as possessing colonies and vassals supplying you with their oil. But you still need to keep those trade partners happy, and you cant do that if they cant trust you. Plus this is how wars get started Japan was dying to get into main land China for a lot of economic reasons. An economic victory would add a whole new dimension to the game, forcing people to think about how to stop that peaceful but rich little nation and violence is still an answer
UTOPIAN VICTORY
This type of victory is really just a title, because I havent really thought it through plus it depends a lot on some intricacies of the game, with the only shining light of hope being the introduction of Civics. But the idea is youd have to be a decent sized (not necessarily empire sized) nation of multiple ethnicities and cultures with complete and total happiness. Your nation would need to be free, yet given that freedom your people always do the right thing theyre highly educated and highly compassionate. I sincerely dont know how this would or could work, as it probably relies on complexities that we wont see in Civ 4. But Im planting the seed to build enthusiasm for the idea.
CONCLUSION
All the new and improved victory types are certainly helped by more intricate concepts. But even keeping them simple, just having these new dimensions makes competition a lot trickier, and a lot more fun! Especially if you get a warning when someone is very close to winning. Cuba is close to a utopian victory Rome is close to a domination victory USA is close to an economic victory prompting action, as someone tries to delay the end game to their benefit.
I propose new victory types, as well as making all the old victory types *easier*, but with more exclusivity.
CULTURAL VICTORY ++
This is what happens when your civilizations culture is renown all over the world. Your culture could be as old as the Oracle, as hot as Hollywood, or as subliminal as everyone speaking English. The major difference I propose is more cultural bonuses for trade. If something you produce has a cultural value, be it furs or films, you gain culture points just for trading it abroad (in addition to the usual gold-gains). Culture has a snowball effect, the more you have, the more other civilizations want. Eventually, you can even get to the point where unhappy citizens explicitly say I yearn for Spanish video games and that Civilizations leader may have to buy into your cultural monopoly.
The catch with this victory is there is a slight advantage to peace. If youre at war, thats one less nation who will buy your beads. If youre hated, the only people who will love your culture will be within your own borders, making it hard to claim youre the epicentre that the rest of the world wants to visit.
DOMINATION VICTORY ++
Ive talked about it in other threads: domination should be made faster and easier, with less micromanagement. A great way to do this is through provinces, which will surrender in clumps given that you strike the heart of that province. You should be able to deal with a nation and make it surrender as a vassal, a colony, or part of the heart of your territory. The more controversial thing that some people will disagree with is that civil war and post-colonialism should be something that pushes your quest to domination off sooner or later. This makes domination more like scoring a touchdown than running a race youll get multiple chances to score a touch down, but you might get to the 20 yard line 3 times before you actually score. To me thats more competitive that being able to get so far ahead that nobody else can win making for a better multiplayer, and even single player.
Again, this is a controversial one, so I expect the most argument to be about this victory. Even more controversial would be if you score a single domination point for having an empire at a point in history (which is eventually pushed back down to everyone elses level). He with the most points at the end wins.
HISTORICAL VICTORY
Think of this as being the centre of attention everyone wants to talk about you. There are two keys to having a historical victory.
A: Lots of stuff happens to you
B: The winners write the history
Compare this to a game like Tony Hawk Skateboarding, where A is performing all the crazy tricks, and B is actually landing it. A is two spearmen in Mexico fighting off Spains conquistadors, and B is actually winning, through a combination of strategy and luck. Its an incentive for people to take risks, to go out and do something, instead of biding their time start a war early on, be a man.
This is also an incentive for altruistic behaviour. This happens a lot in the real world, but not in Civ. Why? Because we have a time-limit and a decisive winner A historical victory could be the reason that England liberates France instead of keeping it for themselves. The man who clinches 1000 history points is the winner, so everyones trying to showboat. Imagine saying those altruistic bastards, theyre gonna win the game if they keep doing that!
ECONOMIC VICTORY
To pull this off, Civ would obviously need to overhaul the way trade works. Trade Embargos are useless, since you can make all your money without a single friend. But if they really implemented it right, there could be a lot more strategy, knowing that you need to have those trade partners to be the best. All of the sudden, a trade embargo is a great way to thwart someone stealing your business. Ultimately, you could have an economic victory if other people are hiding their money in your banks, or if you have more corporate offices, but thats pretty far outside Civs scope. A more manageable step would be a nation making their money off anything, from oil to horses, or even weapons and drugs (legal or illegal).
Here, too, would be an incentive for peace. Obviously war is profitable, as well as possessing colonies and vassals supplying you with their oil. But you still need to keep those trade partners happy, and you cant do that if they cant trust you. Plus this is how wars get started Japan was dying to get into main land China for a lot of economic reasons. An economic victory would add a whole new dimension to the game, forcing people to think about how to stop that peaceful but rich little nation and violence is still an answer
UTOPIAN VICTORY
This type of victory is really just a title, because I havent really thought it through plus it depends a lot on some intricacies of the game, with the only shining light of hope being the introduction of Civics. But the idea is youd have to be a decent sized (not necessarily empire sized) nation of multiple ethnicities and cultures with complete and total happiness. Your nation would need to be free, yet given that freedom your people always do the right thing theyre highly educated and highly compassionate. I sincerely dont know how this would or could work, as it probably relies on complexities that we wont see in Civ 4. But Im planting the seed to build enthusiasm for the idea.
CONCLUSION
All the new and improved victory types are certainly helped by more intricate concepts. But even keeping them simple, just having these new dimensions makes competition a lot trickier, and a lot more fun! Especially if you get a warning when someone is very close to winning. Cuba is close to a utopian victory Rome is close to a domination victory USA is close to an economic victory prompting action, as someone tries to delay the end game to their benefit.